Having issues in Octane with hair and eyes. Any solutions?

artech7artech7 Posts: 0
edited December 1969 in The Commons

Hey guys,

If anyone can help me, I would be very appreciative. I am having an issue in Octane after exporting a model in Daz.
I seem to be having an issue with eyes, hair, and eyelashes. When I import the object I get "billboards" for where the hair goes instead of the texture with the alpha channel. The eyes do about the same thing. I attached a photo to help illustrate the issues I am having.

Does anyone have an idea? I have looked around and can't seem to find any help. I also have tried to solve the issue myself by tinkering with settings, but I am still at a loss.

The picture I attached has a model without hair, but that's because if the issue with the eye lashes can be solved, it will be the same solution for the hair I am assuming.

Thanks for any help that can be given.

Eyes_and_Hair.PNG
618 x 460 - 601K

Comments

  • SimonJMSimonJM Posts: 5,997
    edited December 1969

    If that is a G2M figure be aware that there is a cornea and an eye reflection surface. One or the other can be turned to matte (or removed in Octane) or both can be converted into a specular material. For the eyelashes I am guessing the opacity map did not come across. You could try the reload DS materials button (not sure what it is called and cannot check at the moment) or go to the NGE and manually load the map from there.

  • thd777thd777 Posts: 943
    edited September 2014

    For the lashes (and hair) just assign an Octane diffuse material and add the transmap from the character to the opacity channel in Octane. You can set the colour with the diffuse colour or with a texturemap. For the eyes, assign the Octane "Clear Cornea" material to the cornea and eyereflection zones.
    How are you exporting to Octane? Via the plugin or by .obj export?
    Ciao
    TD

    Post edited by thd777 on
  • linvanchenelinvanchene Posts: 1,382
    edited September 2014

    I cannot add any more specific help either without knowing if you

    - exported an .obj from DAZ studio and imported it again in the OctaneRender standalone version

    or

    - you are using the OctaneRender plugin for DAZ Studio

    - - -
    - - -

    In general:

    In case you are using the standalone

    - you may want to check the surfaces and load the proper materials manually

    If any surfaces are not loaded properly you can still assign and replace any maps manually.
    It helps to collect all maps when exporting .obj. You can then also check the created folder at the save location of the .obj if all maps that are supposed to be there were properly collected.

    - - -
    In case you are using the plugin

    - make sure that you do not have by accident filtered any surfaces that you actually want to use.

    check the OcDS plugin "preferences" tab. There is a "Surfaces Material Filter"
    any surfaces with words that are entered in that field will be ignored when rendering
    Most make default filters make sense but maybe you will want to remove Cornea from the list...

    - reading trough the linked FAQ / Tutorial may also help to figure out what is going wrong at which point:

    FAQ - Loading and converting DAZ Studio materials to OctaneRender for DAZ Studio materials

    http://render.otoy.com/forum/viewtopic.php?f=44&t=41543

    - - -

    Post edited by linvanchene on
  • artech7artech7 Posts: 0
    edited December 1969

    I am exporting as an .obj into the stand alone engine.

    I'll try to manually load the materials into the opacity channel in octane and post results.

    Thank you all for quick responses. I'll be sure to try all recommended steps and post if any where successful.

    If you are willing, keep posted to see results.

  • artech7artech7 Posts: 0
    edited December 1969

    I tried a few things recommended.

    I attached the results.
    With the lashes, I have 2 maps that was exported. One with a white back ground and one with a black background.
    Attached an image of what I mean. I assume the file named "Lashes O" is the opacity file hence the black background. But as you can see in the face render, it gives a black shadow around the eyes and a slight white tint to the lashes.

    As for the eyes, I managed to get 1 eye right, but the other one is off. I played with the scale a bit, but I just can't get both to line up.
    I attached a file of both eye maps I got from the export. Again, assuming the file named "eyes O" is for opacity. When I use that, the model looks like he just took a dose of LSD and has huge pupils but no Cornea.

    I think the lashes will be an easier fix at this point. But if you guys need more info from me I will be happy to oblige since you are taking your time to help me.

    Again, I am using a Genesis 1 figure
    exporting as .obj
    Using stand alone octane engine
    I am collecting all of the maps (I think I am collecting all maps anyways)

    Thank you for the help!

    all_maps.PNG
    973 x 126 - 122K
    eyes.PNG
    226 x 150 - 22K
    lashes.PNG
    199 x 145 - 13K
    new.PNG
    460 x 461 - 425K
  • linvanchenelinvanchene Posts: 1,382
    edited September 2014

    I was not in the mood to test with all Genesis figures.
    It could be that this only happens with this specific M5 texture set.

    @ eyelashes

    For some reason when you save the .obj the Opacity map is also used as Diffuse map.
    This is unexpected because in the DS Surfaces tab there is a color used for diffuse and NOT a map.
    Maybe the node setup for the M5 character is a bit different...

    To fix this:

    Exchange the Diffuse map for 6_eyelash with a "RGB color" node and select a tone that matches the hair of the character.

    Compare attached screenshot.

    @ eyes

    A first step could be to use the Octane live Database material "clear cornea".

    BUT this only works properly with a volume.

    Unfortunately the eye surface layout of the Genesis generation is very limited.
    I forgot how exactly I worked around it.
    As far as I remember I assigned "clear cornea" to other eye surfaces to cheat around the limitations of the Genesis eye model.
    You will need to experiment depending on the specific character textures you are using.

    The main reason why I stopped using Genesis was that the Genesis 2 eyes were a step forward.

    Maybe you can find some inspiration in those threads:
    Some of the posts were written with the plugin in mind but you can use the same techniques in the standalone.

    Daz2Octane or best workflow to render daz3d scenes in octane

    http://render.otoy.com/forum/viewtopic.php?p=79405#p79404

    Let's make eyes!

    http://render.otoy.com/forum/viewtopic.php?f=44&t=38557

    replace_6_Eyelash_diffuse_map_with_RGB_color.jpg
    1920 x 1080 - 363K
    Post edited by linvanchene on
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